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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Should the Fortress be back in H5
Thread: Should the Fortress be back in H5 This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 27, 2005 03:05 PM

Step 1. Copywrite the Dwarves and the Beastmasters.
Step 2. Get in a Car/Boat/Zeplin and take your ideas to Ubisoft.
Step 3. Sell them and make Bookoo money.

IN THE NAME OF THE GODS OF MY ANCESTORS, THIS IS BETTER THAN THE DWARVES!

I like the basalisks, the Medusas, and the rest of it!
____________
How exactly is luck a skill?

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Lith-Maethor
Lith-Maethor


Honorable
Legendary Hero
paid in Coin and Cleavage
posted December 01, 2005 09:31 PM

mind if i butt in?

excellent ideas all... and since you guys seem to be doing fine with the cultural/historic side of things, i will just offer a unit roster... keeping in mind three things:

1. that homm5 towns are race based
2. that the terrain is swamp (no hooves, sorry)
3. special is changed when upgraded

so... here we go ...each level and its upgrade

level 1:
Gnoll Warrior -> basic unit, no idea about special
Gnoll Archer -> long range

level 2:
Bloodfly -> as per TDL's description
Dragonfly -> as in HoMM3

level 3:
Harpy -> no retaliation
Harpy Raider -> there-and-back-again attack

level 4:
Gnoll Witch -> Ogre Mage's special
Gnoll Shaman -> no idea

level 5:
Manticore -> Scorpicore's special
??? -> no idea

level 6:
Wyvern -> as in HoMM3
Wyvern Rider -> Death Knight's  special

level 7:
Basilisk -> as in HoMM3
??? -> Mighty Gorgon's special (toned down a bit i guess)

those that did not make it:
Medusas: redundant with Basilisk there
Mighty Moos (under any name): hooves and swamp mix badly
Centaurs: ancestors as they may be... they would have trouble walking in swamps
Lizardmen: sorry, i just hate their guts
____________
You are suffering from delusions of adequacy.

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reaper
reaper

Tavern Dweller
posted February 10, 2006 01:16 AM

I agree that Fortress should be back on heroes V, I think that there is too few might-oriented teams.

I really think that if there were 2 more might oriented towns (stronghold and fortress?), the game would be more balanced in therms of MIGHT AND MAGIC (there wold be 4 magic teams and 4 might teams, a very good number, Iīd say.).

I really think that we can expect to see fortress and/or stronghold back in the expansions, barbarians are one of heroes trademarks, they are in since kingīs bounty! (but Sandro was in too, and he got dumped). We can also expect not to see any expansion at all (but let us be optimistic, this game will not suck).

Anyway, I have a small personal project of Fortress that I have created, but decided not to enter  the ICTC, because I would get crushed. Here is it, anyway (caution, its big.).

Heroes of miht and magic 5 new-old team: the Fortress.

The hero: The beastmaster

about the beastmaster: The fortress hero is, of course, a defensively oriented might hero. Its appearance is, basically, a lizarman riding a slightly smaller basilisk, wich is too young yet to petrify creatures (They are aware that not evreyone are as trained to avoid the basilisk gaze as they are, so they ride young basilisks to avoid petrifying civilians and travelers, wich would cause a lot of trouble).

background: The beastmaster is a cautious warrior, it is learned in the ways of speaking to beasts, and knows very advanced defensive tactics, as well as its people rites of weakening its enemies, known as "voodoo" (considered heresy by the haven faction). When at peace, these heroes like to just do NOTHING, since their purpose in fortress towns are strictly martial. These "vacations" are often occupied by some sort of hobby, wich varies from studying beasts, training in voodoo or just really doing NOTHING. (the lizards are not known to be the most active of peoples, expecially when its dark)

beasmasterīs unique skill: Warding.

Warding is the technique employed by the beastmaster to protect its beasts, normally applying protective tatoos on their skins. at basic level, it gives 10% magic resistance, and +10% of defense to all of its creature in its army (before applying the beastmaster own defense, of course). at adavnced level, it gives +15% m. prot and +15% defense; +20% m.prot +20% defense at expert and +25% m. prot and +25% defense at ultimate.

Warding habilities:

1-Beast-talk:grants increased chance of fortress creatures joining the beastmaster army (just like diplomacy), and decreases recruitment cost of neutral fortress beasts (the beastmaster is only familiar with swamp creatures, it cannot talk to beasts of other factions).

2-Trap:Hero special hability that allows the beastmaster to arm a trap on a unnocupied square. the next enemy creature that walks throught this suffers damage wich increases with hero level. (this skill could have some upgrades, like causing slow if the beastmaster has some dark magic prerequisites, and much increased damage if the beastmaster have summonig magic and other requisites, to avoid causing the land mine spell to be useless to beastmasters.)

3-Voodoo:Hero special hability that allows the beastmaster to hex its opponent army, causing -4 luck.(designed to counter luck combos, expecially sylvan ones)

4-Ultimate evil juju magic:when voodoo is used by the beastmaster, enemyīs luck decrease by an addicional -6. (yeah, just like absolute fear, but it affects luck.)


The fortress creatures:

(Pretty much the same ones, one need not to make radical changes to create something that can be used.)

level 1:Gnolls

habilities: none

pretty much the same one of heroes 3; a bit slow, but regular in attributes. No special hability at this level.


level 1 (upgraded):Gnoll marauder

habilities: stun strike

since all lvl1 upgraded creatures have at least one special hability, Gnolls now have stun strike, just like militia. Design to buy time for your archers in early game.


level 2:Lizard man.

habilities:ranged, no meelee penalty.

Lizards of course would be back as archers to heroes V. now they would have no meelee penalty, designed to help them survive at earlygame. (since you just canīt afford to lose your lizards at the begginig) They would still be blue, too.


level 2 (upgraded):Lizard Warriors

habilities:ranged, no meelee penalty.

Just a beefed up lizard man. And yes, he is still blue.


level 3:Serpent fly.

habilities: flyer, dispel strike, weakening strike.

Just like our beloved serpent fly from H3. This time, it will be a even bigger annoyance.


level 3 (upgraded)ragon fly.

habilities: flyer, dispel strike, weakening strike, poisoning strike.

So much abilities means that at least one of these strikes will kick in (good reason to buy lucky strike with beastmaster). Designed to be a annoyer creature, dragonflys still suffer from their frailness, and got poison strike, since wyvern is out. (yes, they are the only fortress flyer now.)


level 4: Basilisk

habilities: none. (do unupgraded basilisks have stone gaze?)

Basilisks just coudnīt be left out. It still have his classic lizard appearance. (since 3do used the basilisk described in the AD&D beastiary. I also like lizard basilisks, so, if it dependeded on me, they are left as they are.)


level 4 (upgraded): Greater Basilisk

habilities: stony gaze.

Really would love to see basilisk back at heroes. With a very badass look.


level 5:Gorgons

habilities:none.

gorgons also have too much fans to be left out. Of course, they have hooves, but they are a METALLIC cow, do you think that they mind stepping in swamps?


level 5 (upgraded):Mighty moos (just kidding, they would be called mighty gorgons.)

habilitieseath stare.

mighty moos and their breath of doom are back. A very versatile creature, as always; Still a bit slow too.


level 6:Myconid (giant fungus with semi-humanoid shape. Yes, they have legs, so they can walk.)

habilities:ranged, immunity to mental spells.

to make fortress defensive, 3do used the tactic of giving them weak flyers. Im gonna change their late second flyer to a shooter, so fortress become better at defensive sieges. (and become slower too)


level 6 (upgraded): Ochre myconid

habilities:ranged, immunity to mental spells, weakening strike.

Another annoyer. below average stats for a lvl 6, but with a very big weekly growth and cheap cost (they are fungus, after all). Designed to help dragonflys weakening, and to greatly help a fortress who can afford to recruit them all.


level 7:Swamp monster (Hydras are on dungeon now, we can forget about them)

habilities:ranged, no range penalty.

Yes, Fortress now have 3 shooters. At this level, Fortress strategy start to look like Academy (expecially having a lvl 7 shooter), Kill everybody before they get to you. (But donīt try to take a titan in pvp with this creature)


Level 7 (upgraded):Swamp Lord (Think on a big and ugly monstruos swamp dwelling beast with a lot of tentacles and mold on its skin. Yes, you got the picture)

habilities:ranged, no range penalty, entangle(100% chance).

Using its tentacles to attack bind its prey from underground at any range (but only binds ground ones), this grotesque creature is very dangerous; their drawbacks lie in the fact that it is not a very damaging creature for a lvl 7, and lots of creature stacks can overwhelm him. They have trouble using their tentacles at close distance, so a good beastmaster need to learn to protect them while they hold annoying stacks still.


And thatīs it, my humble fortress. what you guys think about it?

p.s.: Sorry for my english, im brasilian.

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godstuffus
godstuffus


Hired Hero
posted February 10, 2006 12:13 PM

Well I made a proposal to try a bring in the lizardman as a race, and try to keep some of the fortress style.  I thought since they are lizardman the dragon of water would be who they would worship most likely.  I thought give heroes the ability of sacrifice and add a leviathan for the top creature. The leviathan I just wanted to be extremely large and have the ability to devour creatures.  Then add a mesoamerican appeal for the town structures.  I wanted to keep the history vague to be worked with easily by Nival, and I had not played beta so I left the abilities a lot of room to worked on.  
   
Anyway here is my the link if you want to look at it.  So far I don't think people like it because of the vagueness. I did do it in hurry after I found out about the contest. If I had known people wanted more details than leaving open to work with easily I would had given more.  Oh well if you want to look there it is.
 
http://heroescommunity.com/viewthread.php3?TID=17070

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reaper
reaper

Tavern Dweller
posted February 10, 2006 09:45 PM

Nice, really nice.

Lizards are a cool race to be added. Very original to any game. (the only game that i know that lizards are playable is age of wonders1)

I also kept a lot of background undiscussed to make it easy to be implemented (but i wasnt thinking on nival at that time).

We just need to hope that the lizards will be back to h5 world.

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Malekith
Malekith


Adventuring Hero
pRr..
posted February 11, 2006 02:44 AM

Fortress (or whatever it's called)
Magic: More magicial team than in homm3. They use dark and some healing magic.
lvl 1: Fetish (bad hp/def)
lvl 2: Serpent Fly (bad hp/def)
lvl 3: Hunter (shooter) (bad hp/def)
lvl 4: Witch doctor/Shaman (shooter) (bad hp/def)
lvl 5: Gorgon (mounted with hunter maybe?) (good hp/def)
lvl 6: Naga (good hp/def)
lvl 7: Avatar (Gods of jungle/swamp, last defense of secret of live, behemoth with new concept?) (good hp/def)

Secret of live (tomb raider 2? xD) should be a campaing. I think something like that (this is simple example. So someone who have real passion for this story can make it better):
When Dark Elves (or inferno?) saw that they lost again fight against haven they send their scouts find new ways to destroy them.
Then one day one of those scouts find the scroll and he send it to his master. Master send it to witch and she translate it with magics. Witch read something about secret of live, which are in the deepest jungle in south.
So hero named blaablaa, who wants prove that he is greatest hero of the town, get some troops with him because he knows that in somewhere in forest will are evil powers but he doesn't knows anything about them. He had only hear some stories from some tramps.
So let's story begins.  
____________

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 19, 2006 03:13 PM

Here's my attempt

http://heroescommunity.com/viewthread.php3?TID=16958

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Maslo
Maslo


Adventuring Hero
Lord of Vampires
posted February 20, 2006 12:05 PM

My proposal:
lvl 1Lizardmen
    no abilities
    equiped with saber
lvl 1Lizardmen Warrior
Upg. no abilities
    equiped with saber, wooden shield and leather armor
lvl 2Lizard Archer
    Shooter
    equiped with bow and arrows
lvl 2Stinger
Upg. Shooter, Poison Arrows
    Lizardmen equiped with bow, arrows and leather armor
lvl 3Serpent Fly
    Flyer, Weakeness(attacked enemies are under Weaknes spell)
lvl 3Choker
Upg. Flyer, Weakness, Choke(Chance to make enemy unable to move enemy and make some damage each turn, Chokers are also unable to move as long as they are choking. Chance depends on strenght of choked enemy and their numbers)
lvl 4Snake Rider
    Poisoning Attack
    Lizardmen riding a giant snake, equiped with Great Sabre
lvl 4Cobra rider
Upg. Poisoning Attack, No Enemy Retaliation
    Lizardmen riding a giant snake, equiped with Great Sabre, Great Shield and Scale Armor made from Giant Snake's scales
lvl 5Spiritual Pathfinder
    Shooter, No Meele Penalty
    Lizardmen equiped with Staff, Machete and monk clothes
lvl 5Spiritual Leader
Upg. Shooter, No Meele Penalty, Spell Caster(speed, slow, magic arrow)
    Lizardmen equiped with Staff, Machete and monk clothes. Has runes on his body
lvl 6Vyvern
    Flyer, Poisonous Attack
lvl 6Royal Vyvern
Upg. Flyer, Poisonous Attack
    Special Ability: Spike Shot(Once per combat can shoot poisonous spikes on target area of size 3x3)
    It has spikes on its tail
lvl 7Basilisk
    Petryfing Gaze(When basilisk attacks it has chance to kill some additional creatures, chance depends on strenght of creatures and amount killed depends on strenght of those creatures and amount of Basilisks)
    Special Ability: Burrow(Same as Griffins attack Battle Dive but from underground and you chose a creature not area)
lvl 7Death Basilisk
Upg. Petryfing Gaze(When Basilisk attacks it has chance to kill some additional creatures, chance depends on strenght of creatures and amount killed depends on strenght of those creatures and amount of Basilisks)
    Bleeding(Creatures attacked by Death Basilisk can't be healed
    Deadly Poison(Creatures killed by Death Basilisk can't be resurrected)
    Special Ability: Burrow(Same as Griffins attack Battle Dive but from underground and you chose a creature not area)
    Has giant skull of a snake on his head

You can add hisssstory to thissss creature desssssscription(too much ssssssnakessssss, too much.
let me know how i can make it better.
____________

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reaper
reaper

Tavern Dweller
posted February 20, 2006 02:09 PM

not bad, man.

nice idea, that of burrowing.

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Maslo
Maslo


Adventuring Hero
Lord of Vampires
posted February 20, 2006 09:12 PM

Thx Reaper
____________

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reaper
reaper

Tavern Dweller
posted February 20, 2006 11:30 PM

Lets jut pray that somebody hear our ideas.

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TheMissingLink
TheMissingLink

Tavern Dweller
posted February 21, 2006 10:20 AM

Bring it back!

The Fortress town was one of my favourites in HoMM 3.

My advice to Ubisoft:

Bring it back!
____________

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Fortress_fan
Fortress_fan

Disgraceful

posted February 21, 2006 02:57 PM

Idea

A line up for Fortress:

Hero: Beastmaster

Level 1: Gnoll

Hit Points: 7 Attack: 1 Defence: 2 Initiative: 8 Mana: N/A
Cost: 45   Square: 1x1 Shots: N/A Damage: 1-3 Speed: 4 Growth: 15  

Special ability: Unlimited Retaliation

Description: Gnolls are seen as a lesser race in the lizardmen socetiy, doning the hard work for their masters. They have been trained to exelent defenders and their are very endurant, giving them the oppertunity to retalite an unlimited number of times.

Upgraded Level 1: Gnoll Maradeur

Hit Points: 8 Attack: 1 Defence: 4 Initiative: 9 Mana: N/A
Cost: 70   Square: 1x1 Shots: N/A Damage: 1-4 Speed: 5 Growth: 15  

Special ability: Unlimited Retaliation, No retliation

Description: The strongest Gnolls is selected when they are babies to be trained to Maradeures. They gain the knowlege of how to defend themselves whit a fail, and such warriors are very coveterd among the lizardmen generals, the beastmasters.


Level 2: Lizardmen

Hit Points: 10 Attack: 3 Defence: 3 Initative: 13 Mana: N/A
Cost: 85  Square: 1x1 Shots: 8 Damage: 2-3 Speed: 2  Growth: 11

Special ability: Unlimited Ranged Retaliation

Description: The Lizardmens are the only shooters among the Fortress ranks, and are well acted for their bravery as the only ranged support for the beastmaster armies. They are equipped whit a bow and some arrows and are trained to retalite against ranged atack.

Upgraded Level 2: Lizardman hunter

Hit Points: 14 Attack: 4 Defence: 3 Initative: 13 Mana: N/A
Cost: 105  Square: 1x1 Shots: 24 Damage: 2-3 Speed: 3  Growth: 11

Special ability: Unlimited Ranged Retaliation, Triple shoot, Ranged poison attack

Description: The hunters among the lizardmens are so quick, so when they attack, they dont stop before they had used three shoots. And they dip their shoots in poison before they attack, so they often also poison their enemies.

Level 3: Serpent fly

Hit Points: 13 Attack: 3 Defence: 5 Initative: 17 Mana: N/A
Cost: 95  Square: 1x1 Shots: N/A Damage: 5-6 Speed: 7  Growth: 11

Special ability: No Retaliation

Description: The serpent flies are vicous creatures tamed by the besatmasters. They are fast bliers who can strike into the enemy lines whitout any sort of retaliation.

Upgraded level 3: Dragon fly

Hit Points: 16 Attack: 5 Defence: 7 Initative: 17 Mana: N/A
Cost: 145  Square: 1x1 Shots: N/A Damage: 6-7 Speed: 7  Growth: 11

Special ability: No Retaliation

Finishing this soon...

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Maslo
Maslo


Adventuring Hero
Lord of Vampires
posted February 21, 2006 07:50 PM

You're better than me in this that you included statistics but worse in that i completed my list and yours are the same creatures like in original Fortress but with other abilities.

so its about 1:1. and maybe we should make a unofficial contest for best New Fortress.
What do you think?
____________

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reaper
reaper

Tavern Dweller
posted February 21, 2006 11:20 PM

If u guys will really get into this, count me in!

(and notify me, please)

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 22, 2006 06:04 PM

Ditto
____________

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Maslo
Maslo


Adventuring Hero
Lord of Vampires
posted February 22, 2006 08:35 PM
Edited by Maslo on 22 Feb 2006

I was not thinking of a BIG BIG contest but one everybody can enter just like that. Rating would be similar to ictc. And maybe we should make another thread for it. I am thinking of even carying best city to ubisoft to place in expansion but it's maybe not possible but we should try

I made new thread. It is named
Unofficial Contest Best New Fortress
____________

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reaper
reaper

Tavern Dweller
posted February 22, 2006 11:51 PM

nice, u guys just wait for my post.

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Maslo
Maslo


Adventuring Hero
Lord of Vampires
posted February 23, 2006 06:16 PM

As for now 3 persons want to place their town ideas. But this is just the begining.

THERE WILL BE MILIONS OF US!!!( lol )

Ps. Come on! Do you want Fortress back?

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted March 29, 2006 07:50 PM

Absolutely!!!

We lost many great ability creatures without Fortress. Where is the Mighty 'Death Stare' Gorgon, Poisonous Wyvern Monarch, Petrifier Greater Basilisk, and Fast Flyer Dragon Fly?
It doesn't match if Chaos Hydra placed in Dungeon as level 4 under Matriarch. So it needs a town that will accept it as level 7 unit. That is the Fortress.
____________

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